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Question by PrisVas · May 23, 2013 at 01:57 PM · androidapkaccelerometerunity remote

Unity Remote works, but the apk don´t

Hi guys, i´m new at unity mobile. I´m trying to make a marble game for android using the accelerometer. Testing the game with android remote, it works fine. But the build apk the accelerometer does not work. Am i missing something??

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avatar image Tomer-Barkan · May 23, 2013 at 04:10 PM 0
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What do you mean "doesn't work?" explain what happens.

avatar image PrisVas · May 23, 2013 at 04:13 PM 0
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I shake the tablet, and the ball don´t move.

avatar image Tomer-Barkan · May 23, 2013 at 04:18 PM 0
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Sometimes there are problems with upgrading using AP$$anonymous$$s. Try uninstalling the application from the device, then copy the AP$$anonymous$$ (make sure it's the same build you have in the editor), reinstall it and test.

avatar image PrisVas · May 23, 2013 at 11:10 PM 0
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Thanks. The ball is moving but not properly. When it should go down, it goes left;

When it should go up, goes right;

When it should go right, goes down;

When it should go left, goes up;

And it happens only on build. the editor the ball goes to the right direction.

this is my code:

 void Start () 
 {
     circ = 2 * $$anonymous$$athf.PI * collider.bounds.extents.x;
     previousPosition = transform.position;
     
 }
 
 // Update is called once per frame
 void Update () 
 {
     // $$anonymous$$ovimento da bola
     //Vector3 movement = (Input.GetAxis("Horizontal") * Vector3.right * movementSpeed) +
     //                    (Input.GetAxis("Vertical") * Vector3.forward * movementSpeed);
     
     // Aplicando fisica na bola, para tornar o movimento mais real.
     //rigidbody.AddForce(movement, Force$$anonymous$$ode.Force);
             
     //Android Test Certo
     tilt.x = Input.acceleration.y;
     tilt.z = -Input.acceleration.x;
     
     rigidbody.AddForce(tilt * movementSpeed * Time.deltaTime);

 }
 
 
 void LateUpdate()
 {
     Vector3 movement = transform.position - previousPosition;
     
     movement = new Vector3(movement.z, 0,  -movement.x);
         
     transform.Rotate(movement / circ * 360, Space.World);
     
     previousPosition = transform.position;    
 
 }

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